using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace HeavenvsDarkness
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        MyCamera camera;
        public Game1()
        {          
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferHeight= 600;
            graphics.PreferredBackBufferWidth = 1024;
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            GameUtil.game = this;
            GameUtil.graphicDevice = GraphicsDevice;
            GameUtil.spriteBatch = spriteBatch;
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            camera = new MyCamera(new Vector3(0, 0, 10), Vector3.Zero, new Vector3(0, 1, 0), MathHelper.PiOver4, Window.ClientBounds.Width / Window.ClientBounds.Height, 1, 100);
            GameUtil.Camera = camera;
            spriteBatch = new SpriteBatch(GraphicsDevice);
            MyCursor cursor = new MyCursor();
            MyForm Form = new MainMenuScreen();
            Global.Items.Add(Form);
            Global.IndexForm = Global.Items.Count - 1;
            
            MyCursor Cursor = new MyCursor();
            Global.Items.Add(Cursor);
            Global.IndexCursor = Global.Items.Count - 1;
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            UserInput.CurrentKeyboardState = Keyboard.GetState();
            Global.GetCursor().CurrentMouseState = Mouse.GetState();

            // TODO: Add your update logic here
            UserInput.ProcessUserInput();
            camera.Update(gameTime);
            Global.Update(gameTime);
            
            UserInput.PrevKeyboardState = UserInput.CurrentKeyboardState;
            Global.GetCursor().PrevMouseState = Global.GetCursor().CurrentMouseState;
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            Global.GetForm().Draw(spriteBatch);
            Global.GetCursor().Draw(spriteBatch);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
